Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_jnt_col.h
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1#ifndef D_D_JNT_COL_H
2#define D_D_JNT_COL_H
3
7
8class fopAc_ac_c;
9
11public:
12 /* 0x0 */ u8 field_0x0;
13 /* 0x1 */ u8 mType;
14 /* 0x2 */ s16 mJntNum;
15 /* 0x4 */ f32 field_0x4;
16 /* 0x8 */ Vec* field_0x8;
17};
18
19class dJntCol_c {
20public:
21 /* 80035C8C */ dJntCol_c();
22 /* 80035CA0 */ int init(fopAc_ac_c*, dJntColData_c const*, J3DModel*, int);
23 /* 80035CC8 */ static void setNowLine(cM3dGLin*, cXyz const*, csXyz const*, cXyz*);
24 /* 80035DC8 */ int searchNearPos(cM3dGLin const*, cXyz const*, cXyz*, int) const;
25 /* 80036AEC */ int getArrowOffsetPosAndAngle(cXyz const*, csXyz const*, cXyz*, cXyz*) const;
26 /* 80036C44 */ int getHitmarkPosAndAngle(cXyz const*, csXyz const*, cXyz*, csXyz*, int) const;
27 /* 80036FA8 */ void setArrowPosAndAngle(cXyz const*, cXyz const*, int, cXyz*, csXyz*);
28
29 bool checkPassNum(int bit) { return field_0xc & (1 << bit); }
30 void onPassNum(int num) { field_0xc |= (1 << num); }
31 void offPassNum(int num) { field_0xc &= ~(1 << num); }
32 bool checkShieldType(int i) { return getType(i) == 3; }
33
34 s8 getType(int i) { return mData[i].mType; }
35 int getJntNum(int i) { return mData[i].mJntNum; }
36
37 /* 0x00 */ const dJntColData_c* mData;
38 /* 0x04 */ J3DModel* mModel;
39 /* 0x08 */ int field_0x8;
40 /* 0x0C */ int field_0xc;
41};
42
43#endif /* D_D_JNT_COL_H */
T cLib_calcTimer(T *value)
Definition c_lib.h:74
Definition d_jnt_col.h:10
Vec * field_0x8
Definition d_jnt_col.h:16
f32 field_0x4
Definition d_jnt_col.h:15
s16 mJntNum
Definition d_jnt_col.h:14
u8 field_0x0
Definition d_jnt_col.h:12
u8 mType
Definition d_jnt_col.h:13
Definition d_jnt_col.h:19
void setArrowPosAndAngle(cXyz const *, cXyz const *, int, cXyz *, csXyz *)
Definition d_jnt_col.cpp:287
int getJntNum(int i)
Definition d_jnt_col.h:35
void offPassNum(int num)
Definition d_jnt_col.h:31
int getArrowOffsetPosAndAngle(cXyz const *, csXyz const *, cXyz *, cXyz *) const
Definition d_jnt_col.cpp:218
int field_0xc
Definition d_jnt_col.h:40
bool checkPassNum(int bit)
Definition d_jnt_col.h:29
bool checkShieldType(int i)
Definition d_jnt_col.h:32
int getHitmarkPosAndAngle(cXyz const *, csXyz const *, cXyz *, csXyz *, int) const
Definition d_jnt_col.cpp:247
static void setNowLine(cM3dGLin *, cXyz const *, csXyz const *, cXyz *)
Definition d_jnt_col.cpp:36
J3DModel * mModel
Definition d_jnt_col.h:38
void onPassNum(int num)
Definition d_jnt_col.h:30
int searchNearPos(cM3dGLin const *, cXyz const *, cXyz *, int) const
Definition d_jnt_col.cpp:52
const dJntColData_c * mData
Definition d_jnt_col.h:37
s8 getType(int i)
Definition d_jnt_col.h:34
int field_0x8
Definition d_jnt_col.h:39
dJntCol_c()
Definition d_jnt_col.cpp:12
static initFunc init[]
Definition d_menu_collect.cpp:42
int i
Definition e_pow.c:165
Definition d_a_ep.cpp:155
Definition d_a_hozelda.cpp:18
Definition d_a_tag_allmato.cpp:99
Definition d_a_hozelda.cpp:20
Definition d_a_ep.cpp:66
Definition d_a_ep.cpp:19
signed char s8
Definition types.h:4
float f32
Definition types.h:22
signed short s16
Definition types.h:5
unsigned char u8
Definition types.h:8